using System;
using System.Collections;
using System.Collections.Generic;
using Server.Network;
using Server.Engines.XmlSpawner2;
using Server.Engines.Craft;
using Server.Factions;
using AMA = Server.Items.ArmorMeditationAllowance;
using AMT = Server.Items.ArmorMaterialType;
using ABT = Server.Items.ArmorBodyType;
namespace Server.Items
{
public abstract class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability
{
#region Factions
private FactionItem m_FactionState;
public FactionItem FactionItemState
{
get{ return m_FactionState; }
set
{
m_FactionState = value;
if ( m_FactionState == null )
Hue = CraftResources.GetHue( Resource );
LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed );
}
}
#endregion
/* Armor internals work differently now (Jun 19 2003)
*
* The attributes defined below default to -1.
* If the value is -1, the corresponding virtual 'Aos/Old' property is used.
* If not, the attribute value itself is used. Here's the list:
* - ArmorBase
* - StrBonus
* - DexBonus
* - IntBonus
* - StrReq
* - DexReq
* - IntReq
* - MeditationAllowance
*/
// Instance values. These values must are unique to each armor piece.
private int m_MaxHitPoints;
private int m_HitPoints;
private Mobile m_Crafter;
private ArmorQuality m_Quality;
private ArmorDurabilityLevel m_Durability;
private ArmorProtectionLevel m_Protection;
private CraftResource m_Resource;
private bool m_Identified, m_PlayerConstructed;
private int m_PhysicalBonus, m_FireBonus, m_ColdBonus, m_PoisonBonus, m_EnergyBonus;
private AosAttributes m_AosAttributes;
private AosArmorAttributes m_AosArmorAttributes;
private AosSkillBonuses m_AosSkillBonuses;
// Overridable values. These values are provided to override the defaults which get defined in the individual armor scripts.
private int m_ArmorBase = -1;
private int m_StrBonus = -1, m_DexBonus = -1, m_IntBonus = -1;
private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1;
private AMA m_Meditate = (AMA)(-1);
public virtual bool AllowMaleWearer{ get{ return true; } }
public virtual bool AllowFemaleWearer{ get{ return true; } }
public abstract AMT MaterialType{ get; }
public virtual int RevertArmorBase{ get{ return ArmorBase; } }
public virtual int ArmorBase{ get{ return 0; } }
public virtual AMA DefMedAllowance{ get{ return AMA.None; } }
public virtual AMA AosMedAllowance{ get{ return DefMedAllowance; } }
public virtual AMA OldMedAllowance{ get{ return DefMedAllowance; } }
public virtual int AosStrBonus{ get{ return 0; } }
public virtual int AosDexBonus{ get{ return 0; } }
public virtual int AosIntBonus{ get{ return 0; } }
public virtual int AosStrReq{ get{ return 0; } }
public virtual int AosDexReq{ get{ return 0; } }
public virtual int AosIntReq{ get{ return 0; } }
public virtual int OldStrBonus{ get{ return 0; } }
public virtual int OldDexBonus{ get{ return 0; } }
public virtual int OldIntBonus{ get{ return 0; } }
public virtual int OldStrReq{ get{ return 0; } }
public virtual int OldDexReq{ get{ return 0; } }
public virtual int OldIntReq{ get{ return 0; } }
[CommandProperty( AccessLevel.GameMaster )]
public AMA MeditationAllowance
{
get{ return ( m_Meditate == (AMA)(-1) ? Core.AOS ? AosMedAllowance : OldMedAllowance : m_Meditate ); }
set{ m_Meditate = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int BaseArmorRating
{
get
{
if ( m_ArmorBase == -1 )
return ArmorBase;
else
return m_ArmorBase;
}
set
{
m_ArmorBase = value; Invalidate();
}
}
public double BaseArmorRatingScaled
{
get
{
return ( BaseArmorRating * ArmorScalar );
}
}
public virtual double ArmorRating
{
get
{
int ar = BaseArmorRating;
if ( m_Protection != ArmorProtectionLevel.Regular )
ar += 10 + (5 * (int)m_Protection);
switch ( m_Resource )
{
case CraftResource.DullCopper: ar += 2; break;
case CraftResource.ShadowIron: ar += 4; break;
case CraftResource.Copper: ar += 6; break;
case CraftResource.Bronze: ar += 8; break;
case CraftResource.Gold: ar += 10; break;
case CraftResource.Agapite: ar += 12; break;
case CraftResource.Verite: ar += 14; break;
case CraftResource.Valorite: ar += 16; break;
case CraftResource.Blaze: ar += 20; break;
case CraftResource.Ice: ar += 24; break;
case CraftResource.Toxic: ar += 28; break;
case CraftResource.Electrum: ar += 32; break;
case CraftResource.Platinum: ar += 36; break;
case CraftResource.SpinedLeather: ar += 10; break;
case CraftResource.HornedLeather: ar += 13; break;
case CraftResource.BarbedLeather: ar += 16; break;
case CraftResource.PolarLeather: ar += 18; break;
case CraftResource.SyntheticLeather: ar += 20; break;
case CraftResource.BlazeLeather: ar += 22; break;
case CraftResource.DaemonicLeather: ar += 24; break;
case CraftResource.ShadowLeather: ar += 26; break;
case CraftResource.FrostLeather: ar += 28; break;
case CraftResource.EtherealLeather: ar += 30; break;
}
ar += -8 + (8 * (int)m_Quality);
return ScaleArmorByDurability( ar );
}
}
public double ArmorRatingScaled
{
get
{
return ( ArmorRating * ArmorScalar );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int StrBonus
{
get{ return ( m_StrBonus == -1 ? Core.AOS ? AosStrBonus : OldStrBonus : m_StrBonus ); }
set{ m_StrBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int DexBonus
{
get{ return ( m_DexBonus == -1 ? Core.AOS ? AosDexBonus : OldDexBonus : m_DexBonus ); }
set{ m_DexBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int IntBonus
{
get{ return ( m_IntBonus == -1 ? Core.AOS ? AosIntBonus : OldIntBonus : m_IntBonus ); }
set{ m_IntBonus = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int StrRequirement
{
get{ return ( m_StrReq == -1 ? Core.AOS ? AosStrReq : OldStrReq : m_StrReq ); }
set{ m_StrReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int DexRequirement
{
get{ return ( m_DexReq == -1 ? Core.AOS ? AosDexReq : OldDexReq : m_DexReq ); }
set{ m_DexReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int IntRequirement
{
get{ return ( m_IntReq == -1 ? Core.AOS ? AosIntReq : OldIntReq : m_IntReq ); }
set{ m_IntReq = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Identified
{
get{ return m_Identified; }
set{ m_Identified = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool PlayerConstructed
{
get{ return m_PlayerConstructed; }
set{ m_PlayerConstructed = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public CraftResource Resource
{
get
{
return m_Resource;
}
set
{
if ( m_Resource != value )
{
UnscaleDurability();
m_Resource = value;
Hue = CraftResources.GetHue( m_Resource );
Invalidate();
InvalidateProperties();
if ( Parent is Mobile )
((Mobile)Parent).UpdateResistances();
ScaleDurability();
}
}
}
public virtual double ArmorScalar
{
get
{
int pos = (int)BodyPosition;
if ( pos >= 0 && pos < m_ArmorScalars.Length )
return m_ArmorScalars[pos];
return 1.0;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int MaxHitPoints
{
get{ return m_MaxHitPoints; }
set{ m_MaxHitPoints = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public int HitPoints
{
get
{
return m_HitPoints;
}
set
{
if ( value != m_HitPoints && MaxHitPoints > 0 )
{
m_HitPoints = value;
if ( m_HitPoints < 0 )
Delete();
else if ( m_HitPoints > MaxHitPoints )
m_HitPoints = MaxHitPoints;
InvalidateProperties();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile Crafter
{
get{ return m_Crafter; }
set{ m_Crafter = value; InvalidateProperties(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorQuality Quality
{
get{ return m_Quality; }
set{ UnscaleDurability(); m_Quality = value; Invalidate(); InvalidateProperties(); ScaleDurability(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorDurabilityLevel Durability
{
get{ return m_Durability; }
set{ UnscaleDurability(); m_Durability = value; ScaleDurability(); InvalidateProperties(); }
}
public virtual int ArtifactRarity
{
get{ return 0; }
}
[CommandProperty( AccessLevel.GameMaster )]
public ArmorProtectionLevel ProtectionLevel
{
get
{
return m_Protection;
}
set
{
if ( m_Protection != value )
{
m_Protection = value;
Invalidate();
InvalidateProperties();
if ( Parent is Mobile )
((Mobile)Parent).UpdateResistances();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosAttributes Attributes
{
get{ return m_AosAttributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosArmorAttributes ArmorAttributes
{
get{ return m_AosArmorAttributes; }
set{}
}
[CommandProperty( AccessLevel.GameMaster )]
public AosSkillBonuses SkillBonuses
{
get{ return m_AosSkillBonuses; }
set{}
}
public int ComputeStatReq( StatType type )
{
int v;
if ( type == StatType.Str )
v = StrRequirement;
else if ( type == StatType.Dex )
v = DexRequirement;
else
v = IntRequirement;
return AOS.Scale( v, 100 - GetLowerStatReq() );
}
public int ComputeStatBonus( StatType type )
{
if ( type == StatType.Str )
return StrBonus + Attributes.BonusStr;
else if ( type == StatType.Dex )
return DexBonus + Attributes.BonusDex;
else
return IntBonus + Attributes.BonusInt;
}
[CommandProperty( AccessLevel.GameMaster )]
public int PhysicalBonus{ get{ return m_PhysicalBonus; } set{ m_PhysicalBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int FireBonus{ get{ return m_FireBonus; } set{ m_FireBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int ColdBonus{ get{ return m_ColdBonus; } set{ m_ColdBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int PoisonBonus{ get{ return m_PoisonBonus; } set{ m_PoisonBonus = value; InvalidateProperties(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int EnergyBonus{ get{ return m_EnergyBonus; } set{ m_EnergyBonus = value; InvalidateProperties(); } }
public virtual int BasePhysicalResistance{ get{ return 0; } }
public virtual int BaseFireResistance{ get{ return 0; } }
public virtual int BaseColdResistance{ get{ return 0; } }
public virtual int BasePoisonResistance{ get{ return 0; } }
public virtual int BaseEnergyResistance{ get{ return 0; } }
//daat99 make resistances to save
private int m_PhysicalResistance, m_FireResistance, m_ColdResistance, m_PoisonResistance, m_EnergyResistance;
public override int PhysicalResistance
{
get
{
if (m_PhysicalResistance != 0)
return m_PhysicalResistance;
else
return BasePhysicalResistance + GetProtOffset() + GetResourceAttrs().ArmorPhysicalResist + m_PhysicalBonus;
}
}
public override int FireResistance
{
get
{
if (m_FireResistance != 0)
return m_FireResistance;
else
return BaseFireResistance + GetProtOffset() + GetResourceAttrs().ArmorFireResist + m_FireBonus;
}
}
public override int ColdResistance
{
get
{
if (m_ColdResistance != 0)
return m_ColdResistance;
else
return BaseColdResistance + GetProtOffset() + GetResourceAttrs().ArmorColdResist + m_ColdBonus;
}
}
public override int PoisonResistance
{
get
{
if (m_PoisonResistance != 0)
return m_PoisonResistance;
else
return BasePoisonResistance + GetProtOffset() + GetResourceAttrs().ArmorPoisonResist + m_PoisonBonus;
}
}
public override int EnergyResistance
{
get
{
if (m_EnergyResistance != 0)
return m_EnergyResistance;
else
return BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + m_EnergyBonus;
}
}
public virtual int InitMinHits{ get{ return 0; } }
public virtual int InitMaxHits{ get{ return 0; } }
[CommandProperty( AccessLevel.GameMaster )]
public ArmorBodyType BodyPosition
{
get
{
switch ( this.Layer )
{
default:
case Layer.Neck: return ArmorBodyType.Gorget;
case Layer.TwoHanded: return ArmorBodyType.Shield;
case Layer.Gloves: return ArmorBodyType.Gloves;
case Layer.Helm: return ArmorBodyType.Helmet;
case Layer.Arms: return ArmorBodyType.Arms;
case Layer.InnerLegs:
case Layer.OuterLegs:
case Layer.Pants: return ArmorBodyType.Legs;
case Layer.InnerTorso:
case Layer.OuterTorso:
case Layer.Shirt: return ArmorBodyType.Chest;
}
}
}
public void DistributeBonuses( int amount )
{
for ( int i = 0; i < amount; ++i )
{
switch ( Utility.Random( 5 ) )
{
case 0: ++m_PhysicalBonus; break;
case 1: ++m_FireBonus; break;
case 2: ++m_ColdBonus; break;
case 3: ++m_PoisonBonus; break;
case 4: ++m_EnergyBonus; break;
}
}
InvalidateProperties();
}
public CraftAttributeInfo GetResourceAttrs()
{
CraftResourceInfo info = CraftResources.GetInfo( m_Resource );
if ( info == null )
return CraftAttributeInfo.Blank;
return info.AttributeInfo;
}
public int GetProtOffset()
{
switch ( m_Protection )
{
case ArmorProtectionLevel.Guarding: return 1;
case ArmorProtectionLevel.Hardening: return 2;
case ArmorProtectionLevel.Fortification: return 3;
case ArmorProtectionLevel.Invulnerability: return 4;
}
return 0;
}
public void UnscaleDurability()
{
int scale = 100 + GetDurabilityBonus();
m_HitPoints = ((m_HitPoints * 100) + (scale - 1)) / scale;
m_MaxHitPoints = ((m_MaxHitPoints * 100) + (scale - 1)) / scale;
InvalidateProperties();
}
public void ScaleDurability()
{
int scale = 100 + GetDurabilityBonus();
m_HitPoints = ((m_HitPoints * scale) + 99) / 100;
m_MaxHitPoints = ((m_MaxHitPoints * scale) + 99) / 100;
InvalidateProperties();
}
public int GetDurabilityBonus()
{
int bonus = 0;
if ( m_Quality == ArmorQuality.Exceptional )
bonus += 20;
switch ( m_Durability )
{
case ArmorDurabilityLevel.Durable: bonus += 20; break;
case ArmorDurabilityLevel.Substantial: bonus += 50; break;
case ArmorDurabilityLevel.Massive: bonus += 70; break;
case ArmorDurabilityLevel.Fortified: bonus += 100; break;
case ArmorDurabilityLevel.Indestructible: bonus += 120; break;
}
if ( Core.AOS )
{
bonus += m_AosArmorAttributes.DurabilityBonus;
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
CraftAttributeInfo attrInfo = null;
if ( resInfo != null )
attrInfo = resInfo.AttributeInfo;
if ( attrInfo != null )
bonus += attrInfo.ArmorDurability;
}
return bonus;
}
public bool Scissor( Mobile from, Scissors scissors )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 502437 ); // Items you wish to cut must be in your backpack.
return false;
}
CraftSystem system = DefTailoring.CraftSystem;
CraftItem item = system.CraftItems.SearchFor( GetType() );
if ( item != null && item.Ressources.Count == 1 && item.Ressources.GetAt( 0 ).Amount >= 2 )
{
try
{
Item res = (Item)Activator.CreateInstance( CraftResources.GetInfo( m_Resource ).ResourceTypes[0] );
int amount = 1;
amount = m_PlayerConstructed ? (item.Ressources.GetAt( 0 ).Amount / 2) : 1;
if (scissors is ColoredScissors)
{
amount *= 2;
ColoredScissors cs = scissors as ColoredScissors;
cs.UsesRemaining -= 1;
}
ScissorHelper( from, res, amount );
return true;
}
catch
{
}
}
from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
return false;
}
private static double[] m_ArmorScalars = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 };
public static double[] ArmorScalars
{
get
{
return m_ArmorScalars;
}
set
{
m_ArmorScalars = value;
}
}
public static void ValidateMobile( Mobile m )
{
for ( int i = m.Items.Count - 1; i >= 0; --i )
{
if ( i >= m.Items.Count )
continue;
Item item = (Item)m.Items[i];
if ( item is BaseArmor )
{
BaseArmor armor = (BaseArmor)item;
if( armor.RequiredRace != null && m.Race != armor.RequiredRace )
{
if( armor.RequiredRace == Race.Elf )
m.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
else
m.SendMessage( "Only {0} may use this.", armor.RequiredRace.PluralName );
m.AddToBackpack( armor );
}
else if ( !armor.AllowMaleWearer && m.Body.IsMale && m.AccessLevel < AccessLevel.GameMaster )
{
if ( armor.AllowFemaleWearer )
m.SendLocalizedMessage( 1010388 ); // Only females can wear this.
else
m.SendMessage( "You may not wear this." );
m.AddToBackpack( armor );
}
else if ( !armor.AllowFemaleWearer && m.Body.IsFemale && m.AccessLevel < AccessLevel.GameMaster )
{
if ( armor.AllowMaleWearer )
m.SendMessage( "Only males can wear this." );
else
m.SendMessage( "You may not wear this." );
m.AddToBackpack( armor );
}
}
}
}
public int GetLowerStatReq()
{
if ( !Core.AOS )
return 0;
int v = m_AosArmorAttributes.LowerStatReq;
CraftResourceInfo info = CraftResources.GetInfo( m_Resource );
if ( info != null )
{
CraftAttributeInfo attrInfo = info.AttributeInfo;
if ( attrInfo != null )
v += attrInfo.ArmorLowerRequirements;
}
if ( v > 100 )
v = 100;
return v;
}
public override void OnAdded( object parent )
{
if ( parent is Mobile )
{
Mobile from = (Mobile)parent;
if ( Core.AOS )
m_AosSkillBonuses.AddTo( from );
from.Delta( MobileDelta.Armor ); // Tell them armor rating has changed
}
}
public virtual double ScaleArmorByDurability( double armor )
{
int scale = 100;
if ( m_MaxHitPoints > 0 && m_HitPoints < m_MaxHitPoints )
scale = 50 + ((50 * m_HitPoints) / m_MaxHitPoints);
return ( armor * scale ) / 100;
}
protected void Invalidate()
{
if ( Parent is Mobile )
((Mobile)Parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
}
public BaseArmor( Serial serial ) : base( serial )
{
}
private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
{
if ( setIf )
flags |= toSet;
}
private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
{
return ( (flags & toGet) != 0 );
}
[Flags]
private enum SaveFlag
{
None = 0x00000000,
Attributes = 0x00000001,
ArmorAttributes = 0x00000002,
PhysicalBonus = 0x00000004,
FireBonus = 0x00000008,
ColdBonus = 0x00000010,
PoisonBonus = 0x00000020,
EnergyBonus = 0x00000040,
Identified = 0x00000080,
MaxHitPoints = 0x00000100,
HitPoints = 0x00000200,
Crafter = 0x00000400,
Quality = 0x00000800,
Durability = 0x00001000,
Protection = 0x00002000,
Resource = 0x00004000,
BaseArmor = 0x00008000,
StrBonus = 0x00010000,
DexBonus = 0x00020000,
IntBonus = 0x00040000,
StrReq = 0x00080000,
DexReq = 0x00100000,
IntReq = 0x00200000,
MedAllowance = 0x00400000,
SkillBonuses = 0x00800000,
PlayerConstructed = 0x01000000
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 8 ); // version
//version 8
writer.WriteEncodedInt( (int) PhysicalResistance );
writer.WriteEncodedInt( (int) FireResistance );
writer.WriteEncodedInt( (int) ColdResistance );
writer.WriteEncodedInt( (int) PoisonResistance );
writer.WriteEncodedInt( (int) EnergyResistance );
//end version 8
//version 7
SaveFlag flags = SaveFlag.None;
SetSaveFlag( ref flags, SaveFlag.Attributes, !m_AosAttributes.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.ArmorAttributes, !m_AosArmorAttributes.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.PhysicalBonus, m_PhysicalBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.FireBonus, m_FireBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.ColdBonus, m_ColdBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.PoisonBonus, m_PoisonBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.EnergyBonus, m_EnergyBonus != 0 );
SetSaveFlag( ref flags, SaveFlag.Identified, m_Identified != false );
SetSaveFlag( ref flags, SaveFlag.MaxHitPoints, m_MaxHitPoints != 0 );
SetSaveFlag( ref flags, SaveFlag.HitPoints, m_HitPoints != 0 );
SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null );
SetSaveFlag( ref flags, SaveFlag.Quality, m_Quality != ArmorQuality.Regular );
SetSaveFlag( ref flags, SaveFlag.Durability, m_Durability != ArmorDurabilityLevel.Regular );
SetSaveFlag( ref flags, SaveFlag.Protection, m_Protection != ArmorProtectionLevel.Regular );
SetSaveFlag( ref flags, SaveFlag.Resource, m_Resource != DefaultResource );
SetSaveFlag( ref flags, SaveFlag.BaseArmor, m_ArmorBase != -1 );
SetSaveFlag( ref flags, SaveFlag.StrBonus, m_StrBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.DexBonus, m_DexBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.IntBonus, m_IntBonus != -1 );
SetSaveFlag( ref flags, SaveFlag.StrReq, m_StrReq != -1 );
SetSaveFlag( ref flags, SaveFlag.DexReq, m_DexReq != -1 );
SetSaveFlag( ref flags, SaveFlag.IntReq, m_IntReq != -1 );
SetSaveFlag( ref flags, SaveFlag.MedAllowance, m_Meditate != (AMA)(-1) );
SetSaveFlag( ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty );
SetSaveFlag( ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed != false );
writer.WriteEncodedInt( (int) flags );
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes.Serialize( writer );
if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
m_AosArmorAttributes.Serialize( writer );
if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
writer.WriteEncodedInt( (int) m_PhysicalBonus );
if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
writer.WriteEncodedInt( (int) m_FireBonus );
if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
writer.WriteEncodedInt( (int) m_ColdBonus );
if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
writer.WriteEncodedInt( (int) m_PoisonBonus );
if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
writer.WriteEncodedInt( (int) m_EnergyBonus );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
writer.WriteEncodedInt( (int) m_MaxHitPoints );
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
writer.WriteEncodedInt( (int) m_HitPoints );
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
writer.Write( (Mobile) m_Crafter );
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
writer.WriteEncodedInt( (int) m_Quality );
if ( GetSaveFlag( flags, SaveFlag.Durability ) )
writer.WriteEncodedInt( (int) m_Durability );
if ( GetSaveFlag( flags, SaveFlag.Protection ) )
writer.WriteEncodedInt( (int) m_Protection );
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
writer.WriteEncodedInt( (int) m_Resource );
if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
writer.WriteEncodedInt( (int) m_ArmorBase );
if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
writer.WriteEncodedInt( (int) m_StrBonus );
if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
writer.WriteEncodedInt( (int) m_DexBonus );
if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
writer.WriteEncodedInt( (int) m_IntBonus );
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
writer.WriteEncodedInt( (int) m_StrReq );
if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
writer.WriteEncodedInt( (int) m_DexReq );
if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
writer.WriteEncodedInt( (int) m_IntReq );
if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
writer.WriteEncodedInt( (int) m_Meditate );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses.Serialize( writer );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 8:
{
m_PhysicalResistance = reader.ReadEncodedInt();
m_FireResistance = reader.ReadEncodedInt();
m_ColdResistance = reader.ReadEncodedInt();
m_PoisonResistance = reader.ReadEncodedInt();
m_EnergyResistance = reader.ReadEncodedInt();
goto case 7;
}
case 7:
case 6:
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
m_AosArmorAttributes = new AosArmorAttributes( this, reader );
else
m_AosArmorAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
m_PhysicalBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
m_FireBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
m_ColdBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
m_PoisonBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
m_EnergyBonus = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Identified ) )
m_Identified = ( version >= 7 || reader.ReadBool() );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ArmorQuality)reader.ReadEncodedInt();
else
m_Quality = ArmorQuality.Regular;
if ( version == 5 && m_Quality == ArmorQuality.Low )
m_Quality = ArmorQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.Durability ) )
{
m_Durability = (ArmorDurabilityLevel)reader.ReadEncodedInt();
if ( m_Durability > ArmorDurabilityLevel.Indestructible )
m_Durability = ArmorDurabilityLevel.Durable;
}
if ( GetSaveFlag( flags, SaveFlag.Protection ) )
{
m_Protection = (ArmorProtectionLevel)reader.ReadEncodedInt();
if ( m_Protection > ArmorProtectionLevel.Invulnerability )
m_Protection = ArmorProtectionLevel.Defense;
}
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( m_Resource == CraftResource.None )
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
m_ArmorBase = reader.ReadEncodedInt();
else
m_ArmorBase = -1;
if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
m_StrBonus = reader.ReadEncodedInt();
else
m_StrBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
m_DexBonus = reader.ReadEncodedInt();
else
m_DexBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
m_IntBonus = reader.ReadEncodedInt();
else
m_IntBonus = -1;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
m_DexReq = reader.ReadEncodedInt();
else
m_DexReq = -1;
if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
m_IntReq = reader.ReadEncodedInt();
else
m_IntReq = -1;
if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
m_Meditate = (AMA)reader.ReadEncodedInt();
else
m_Meditate = (AMA)(-1);
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
break;
}
case 4:
{
m_AosAttributes = new AosAttributes( this, reader );
m_AosArmorAttributes = new AosArmorAttributes( this, reader );
goto case 3;
}
case 3:
{
m_PhysicalBonus = reader.ReadInt();
m_FireBonus = reader.ReadInt();
m_ColdBonus = reader.ReadInt();
m_PoisonBonus = reader.ReadInt();
m_EnergyBonus = reader.ReadInt();
goto case 2;
}
case 2:
case 1:
{
m_Identified = reader.ReadBool();
goto case 0;
}
case 0:
{
m_ArmorBase = reader.ReadInt();
m_MaxHitPoints = reader.ReadInt();
m_HitPoints = reader.ReadInt();
m_Crafter = reader.ReadMobile();
m_Quality = (ArmorQuality)reader.ReadInt();
m_Durability = (ArmorDurabilityLevel)reader.ReadInt();
m_Protection = (ArmorProtectionLevel)reader.ReadInt();
AMT mat = (AMT)reader.ReadInt();
if ( m_ArmorBase == RevertArmorBase )
m_ArmorBase = -1;
/*m_BodyPos = (ArmorBodyType)*/reader.ReadInt();
if ( version < 4 )
{
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
}
if ( version < 3 && m_Quality == ArmorQuality.Exceptional )
DistributeBonuses( 6 );
if ( version >= 2 )
{
m_Resource = (CraftResource)reader.ReadInt();
}
else
{
OreInfo info;
switch ( reader.ReadInt() )
{
default:
case 0: info = OreInfo.Iron; break;
case 1: info = OreInfo.DullCopper; break;
case 2: info = OreInfo.ShadowIron; break;
case 3: info = OreInfo.Copper; break;
case 4: info = OreInfo.Bronze; break;
case 5: info = OreInfo.Gold; break;
case 6: info = OreInfo.Agapite; break;
case 7: info = OreInfo.Verite; break;
case 8: info = OreInfo.Valorite; break;
case 9: info = OreInfo.Blaze; break;
case 10: info = OreInfo.Ice; break;
case 11: info = OreInfo.Toxic; break;
case 12: info = OreInfo.Electrum; break;
case 13: info = OreInfo.Platinum; break;
}
m_Resource = CraftResources.GetFromOreInfo( info, mat );
}
m_StrBonus = reader.ReadInt();
m_DexBonus = reader.ReadInt();
m_IntBonus = reader.ReadInt();
m_StrReq = reader.ReadInt();
m_DexReq = reader.ReadInt();
m_IntReq = reader.ReadInt();
if ( m_StrBonus == OldStrBonus )
m_StrBonus = -1;
if ( m_DexBonus == OldDexBonus )
m_DexBonus = -1;
if ( m_IntBonus == OldIntBonus )
m_IntBonus = -1;
if ( m_StrReq == OldStrReq )
m_StrReq = -1;
if ( m_DexReq == OldDexReq )
m_DexReq = -1;
if ( m_IntReq == OldIntReq )
m_IntReq = -1;
m_Meditate = (AMA)reader.ReadInt();
if ( m_Meditate == OldMedAllowance )
m_Meditate = (AMA)(-1);
if ( m_Resource == CraftResource.None )
{
if ( mat == ArmorMaterialType.Studded || mat == ArmorMaterialType.Leather )
m_Resource = CraftResource.RegularLeather;
else if ( mat == ArmorMaterialType.Spined )
m_Resource = CraftResource.SpinedLeather;
else if ( mat == ArmorMaterialType.Horned )
m_Resource = CraftResource.HornedLeather;
else if ( mat == ArmorMaterialType.Barbed )
m_Resource = CraftResource.BarbedLeather;
else if ( mat == ArmorMaterialType.Polar )
m_Resource = CraftResource.PolarLeather;
else if ( mat == ArmorMaterialType.Synthetic )
m_Resource = CraftResource.SyntheticLeather;
else if ( mat == ArmorMaterialType.BlazeL )
m_Resource = CraftResource.BlazeLeather;
else if ( mat == ArmorMaterialType.Daemonic )
m_Resource = CraftResource.DaemonicLeather;
else if ( mat == ArmorMaterialType.Shadow )
m_Resource = CraftResource.ShadowLeather;
else if ( mat == ArmorMaterialType.Frost )
m_Resource = CraftResource.FrostLeather;
else if ( mat == ArmorMaterialType.Ethereal )
m_Resource = CraftResource.EtherealLeather;
else
m_Resource = CraftResource.Iron;
}
if ( m_MaxHitPoints == 0 && m_HitPoints == 0 )
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
break;
}
}
if ( m_AosSkillBonuses == null )
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( Core.AOS && Parent is Mobile )
m_AosSkillBonuses.AddTo( (Mobile)Parent );
int strBonus = ComputeStatBonus( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int );
if ( Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
{
Mobile m = (Mobile)Parent;
string modName = Serial.ToString();
if ( strBonus != 0 )
m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );
if ( dexBonus != 0 )
m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );
if ( intBonus != 0 )
m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
}
if ( Parent is Mobile )
((Mobile)Parent).CheckStatTimers();
if ( version < 7 )
m_PlayerConstructed = true; // we don't know, so, assume it's crafted
}
public virtual CraftResource DefaultResource{ get{ return CraftResource.Iron; } }
public BaseArmor( int itemID ) : base( itemID )
{
m_Quality = ArmorQuality.Regular;
m_Durability = ArmorDurabilityLevel.Regular;
m_Crafter = null;
m_Resource = DefaultResource;
Hue = CraftResources.GetHue( m_Resource );
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
this.Layer = (Layer)ItemData.Quality;
m_AosAttributes = new AosAttributes( this );
m_AosArmorAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses(this);
// mod to randomly add sockets and socketability features to armor. These settings will yield
// 2% drop rate of socketed/socketable items
// 0.1% chance of 5 sockets
// 0.5% of 4 sockets
// 3% chance of 3 sockets
// 15% chance of 2 sockets
// 50% chance of 1 socket
// the remainder will be 0 socket (31.4% in this case)
// uncomment the next line to prevent artifacts from being socketed
// if(ArtifactRarity == 0)
XmlSockets.ConfigureRandom(this, 2.0, 0.1, 0.5, 3.0, 15.0, 50.0);
}
public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
{
if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) )
return false;
return base.AllowSecureTrade( from, to, newOwner, accepted );
}
public virtual Race RequiredRace { get { return null; } }
public override bool CanEquip( Mobile from )
{
if( !Ethics.Ethic.CheckEquip( from, this ) )
return false;
if( from.AccessLevel < AccessLevel.GameMaster )
{
if( RequiredRace != null && from.Race != RequiredRace )
{
if( RequiredRace == Race.Elf )
from.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
else
from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName );
return false;
}
else if( !AllowMaleWearer && !from.Female )
{
if( AllowFemaleWearer )
from.SendLocalizedMessage( 1010388 ); // Only females can wear this.
else
from.SendMessage( "You may not wear this." );
return false;
}
else if( !AllowFemaleWearer && from.Female )
{
if( AllowMaleWearer )
from.SendLocalizedMessage( 1063343 ); // Only males can wear this.
else
from.SendMessage( "You may not wear this." );
return false;
}
else
{
int strBonus = ComputeStatBonus( StatType.Str ), strReq = ComputeStatReq( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex ), dexReq = ComputeStatReq( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int ), intReq = ComputeStatReq( StatType.Int );
if( from.Dex < dexReq || (from.Dex + dexBonus) < 1 )
{
from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item.
return false;
}
else if( from.Str < strReq || (from.Str + strBonus) < 1 )
{
from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
return false;
}
else if( from.Int < intReq || (from.Int + intBonus) < 1 )
{
from.SendMessage( "You are not smart enough to equip that." );
return false;
}
}
}
// XmlAttachment check for CanEquip
if(!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
{
return false;
} else
{
return base.CanEquip( from );
}
}
public override bool CheckPropertyConfliction( Mobile m )
{
if ( base.CheckPropertyConfliction( m ) )
return true;
if ( Layer == Layer.Pants )
return ( m.FindItemOnLayer( Layer.InnerLegs ) != null );
if ( Layer == Layer.Shirt )
return ( m.FindItemOnLayer( Layer.InnerTorso ) != null );
return false;
}
public override bool OnEquip( Mobile from )
{
from.CheckStatTimers();
int strBonus = ComputeStatBonus( StatType.Str );
int dexBonus = ComputeStatBonus( StatType.Dex );
int intBonus = ComputeStatBonus( StatType.Int );
if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
{
string modName = this.Serial.ToString();
if ( strBonus != 0 )
from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );
if ( dexBonus != 0 )
from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );
if ( intBonus != 0 )
from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
}
// XmlAttachment check for OnEquip
Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);
return base.OnEquip( from );
}
public override void OnRemoved( object parent )
{
if ( parent is Mobile )
{
Mobile m = (Mobile)parent;
string modName = this.Serial.ToString();
m.RemoveStatMod( modName + "Str" );
m.RemoveStatMod( modName + "Dex" );
m.RemoveStatMod( modName + "Int" );
if ( Core.AOS )
m_AosSkillBonuses.Remove();
((Mobile)parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
m.CheckStatTimers();
}
// XmlAttachment check for OnRemoved
Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
base.OnRemoved( parent );
}
public virtual int OnHit( BaseWeapon weapon, int damageTaken )
{
double HalfAr = ArmorRating / 2.0;
int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble());
damageTaken -= Absorbed;
if ( damageTaken < 0 )
damageTaken = 0;
if ( Absorbed < 2 )
Absorbed = 2;
if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability
{
if ( Core.AOS && m_AosArmorAttributes.SelfRepair > Utility.Random( 10 ) )
{
HitPoints += 2;
}
else
{
int wear;
if ( weapon.Type == WeaponType.Bashing )
wear = Absorbed / 2;
else
wear = Utility.Random( 2 );
if ( wear > 0 && m_MaxHitPoints > 0 )
{
if ( m_HitPoints >= wear )
{
HitPoints -= wear;
wear = 0;
}
else
{
wear -= HitPoints;
HitPoints = 0;
}
if ( wear > 0 )
{
if ( m_MaxHitPoints > wear )
{
MaxHitPoints -= wear;
if ( Parent is Mobile )
((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged.
}
else
{
Delete();
}
}
}
}
}
return damageTaken;
}
private string GetNameString()
{
string name = this.Name;
if ( name == null )
name = String.Format( "#{0}", LabelNumber );
return name;
}
[Hue, CommandProperty( AccessLevel.GameMaster )]
public override int Hue
{
get{ return base.Hue; }
set{ base.Hue = value; InvalidateProperties(); }
}
public override void AddNameProperty( ObjectPropertyList list )
{
string oreType;
if ( Hue == 0 )
{
oreType = "";
}
else
{
switch ( m_Resource )
{
case CraftResource.DullCopper: oreType = "Dull Copper"; break; // Dull Copper
case CraftResource.ShadowIron: oreType = "Shadow Iron"; break; // Shadow Iron
case CraftResource.Copper: oreType = "Copper"; break; // Copper
case CraftResource.Bronze: oreType = "Bronze"; break; // Bronze
case CraftResource.Gold: oreType = "Gold"; break; // Gold
case CraftResource.Agapite: oreType = "Agapite"; break; // Agapite
case CraftResource.Verite: oreType = "Verite"; break; // Verite
case CraftResource.Valorite: oreType = "Valorite"; break; // valorite
case CraftResource.Blaze: oreType = "Blaze"; break; // Blaze
case CraftResource.Ice: oreType = "Ice"; break; // Ice
case CraftResource.Toxic: oreType = "Toxic"; break; // Toxic
case CraftResource.Electrum: oreType = "Electrum"; break; // Electrum
case CraftResource.Platinum: oreType = "Platinum"; break; // Platinum
case CraftResource.SpinedLeather: oreType = "Spined"; break; // Spined
case CraftResource.HornedLeather: oreType = "Horned"; break; // Horned
case CraftResource.BarbedLeather: oreType = "Barbed"; break; // Barbed
case CraftResource.PolarLeather: oreType = "Polar"; break; // Polar
case CraftResource.SyntheticLeather: oreType = "Synthetic"; break; // Synthetic
case CraftResource.BlazeLeather: oreType = "Blaze"; break; // Blaze
case CraftResource.DaemonicLeather: oreType = "Daemonic"; break; // Daemonic
case CraftResource.ShadowLeather: oreType = "Shadow"; break; // Shadow
case CraftResource.FrostLeather: oreType = "Frost"; break; // Frost
case CraftResource.EtherealLeather: oreType = "Ethereal"; break; // Ethereal
case CraftResource.RedScales: oreType = "Red Scales"; break; // Red
case CraftResource.YellowScales: oreType = "Yellow Scales"; break; // Yellow
case CraftResource.BlackScales: oreType = "Black Scales"; break; // Black
case CraftResource.GreenScales: oreType = "Green Scales"; break; // Green
case CraftResource.WhiteScales: oreType = "White Scales"; break; // White
case CraftResource.BlueScales: oreType = "Blue Scales"; break; // Blue
case CraftResource.CopperScales: oreType = "Copper Scales"; break; // Copper
case CraftResource.SilverScales: oreType = "Silver Scales"; break; // Silver
case CraftResource.GoldScales: oreType = "Gold Scales"; break; // Gold
case CraftResource.Pine: oreType = "Pine"; break; // Pine
case CraftResource.Ash: oreType = "Ash"; break; // Ash
case CraftResource.Mohogany: oreType = "Mohogany"; break; // Mohogany
case CraftResource.Yew: oreType = "Yew"; break; // Yew
case CraftResource.Oak: oreType = "Oak"; break; // Oak
case CraftResource.Zircote: oreType = "Zircote"; break; // Zircote
case CraftResource.Ebony: oreType = "Ebony"; break; // Ebony
case CraftResource.Bamboo: oreType = "Bamboo"; break; // Bamboo
case CraftResource.PurpleHeart: oreType = "Purpleheart"; break; // Purple Heart
case CraftResource.Redwood: oreType = "Redwood"; break; // Redwood
case CraftResource.Petrified: oreType = "Petrified"; break; // Petrified
default: oreType = ""; break;
}
}
if ( m_Quality == ArmorQuality.Exceptional )
{
//if ( oreType != 0 )
list.Add( 1053100, "{0}\t{1}", oreType, GetNameString() ); // exceptional ~1_oretype~ ~2_armortype~
/*else
list.Add( 1050040, GetNameString() ); // exceptional ~1_ITEMNAME~*/
}
else
{
//if ( oreType != 0 )
list.Add( 1053099, "{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~
/*else if ( Name == null )
list.Add( LabelNumber );
else
list.Add( Name );*/
}
}
public override bool AllowEquipedCast( Mobile from )
{
if ( base.AllowEquipedCast( from ) )
return true;
return ( m_AosAttributes.SpellChanneling != 0 );
}
public virtual int GetLuckBonus()
{
CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );
if ( resInfo == null )
return 0;
CraftAttributeInfo attrInfo = resInfo.AttributeInfo;
if ( attrInfo == null )
return 0;
return attrInfo.ArmorLuck;
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_Crafter != null )
list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~
#region Factions
if ( m_FactionState != null )
list.Add( 1041350 ); // faction item
#endregion
if( RequiredRace == Race.Elf )
list.Add( 1075086 ); // Elves Only
m_AosSkillBonuses.GetProperties( list );
int prop;
if ( (prop = ArtifactRarity) > 0 )
list.Add( 1061078, prop.ToString() ); // artifact rarity ~1_val~
if ( (prop = m_AosAttributes.WeaponDamage) != 0 )
list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%
if ( (prop = m_AosAttributes.DefendChance) != 0 )
list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%
if ( (prop = m_AosAttributes.BonusDex) != 0 )
list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~
if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%
if ( (prop = m_AosAttributes.CastRecovery) != 0 )
list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~
if ( (prop = m_AosAttributes.CastSpeed) != 0 )
list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~
if ( (prop = m_AosAttributes.AttackChance) != 0 )
list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%
if ( (prop = m_AosAttributes.BonusHits) != 0 )
list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~
if ( (prop = m_AosAttributes.BonusInt) != 0 )
list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~
if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%
if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%
if ( (prop = GetLowerStatReq()) != 0 )
list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%
if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 )
list.Add( 1060436, prop.ToString() ); // luck ~1_val~
if ( (prop = m_AosArmorAttributes.MageArmor) != 0 )
list.Add( 1060437 ); // mage armor
if ( (prop = m_AosAttributes.BonusMana) != 0 )
list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~
if ( (prop = m_AosAttributes.RegenMana) != 0 )
list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~
if ( (prop = m_AosAttributes.NightSight) != 0 )
list.Add( 1060441 ); // night sight
if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%
if ( (prop = m_AosAttributes.RegenStam) != 0 )
list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~
if ( (prop = m_AosAttributes.RegenHits) != 0 )
list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~
if ( (prop = m_AosArmorAttributes.SelfRepair) != 0 )
list.Add( 1060450, prop.ToString() ); // self repair ~1_val~
if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
list.Add( 1060482 ); // spell channeling
if ( (prop = m_AosAttributes.SpellDamage) != 0 )
list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%
if ( (prop = m_AosAttributes.BonusStam) != 0 )
list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~
if ( (prop = m_AosAttributes.BonusStr) != 0 )
list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~
if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%
base.AddResistanceProperties( list );
if ( (prop = GetDurabilityBonus()) > 0 )
list.Add( 1060410, prop.ToString() ); // durability ~1_val~%
if ( (prop = ComputeStatReq( StatType.Str )) > 0 )
list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~
if ( m_HitPoints > 0 && m_MaxHitPoints > 0 )
list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~
// mod to display attachment properties
Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);
}
public override void OnSingleClick( Mobile from )
{
ArrayList attrs = new ArrayList();
if ( DisplayLootType )
{
if ( LootType == LootType.Blessed )
attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
else if ( LootType == LootType.Cursed )
attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
}
#region Factions
if ( m_FactionState != null )
attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
#endregion
if ( m_Quality == ArmorQuality.Exceptional )
attrs.Add( new EquipInfoAttribute( 1018305 - (int)m_Quality ) );
if ( m_Identified )
{
if ( m_Durability != ArmorDurabilityLevel.Regular )
attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_Durability ) );
if ( m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability )
attrs.Add( new EquipInfoAttribute( 1038005 + (int)m_Protection ) );
}
else if ( m_Durability != ArmorDurabilityLevel.Regular || (m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability) )
{
attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified
}
int number;
if ( Name == null )
{
number = LabelNumber;
}
else
{
this.LabelTo( from, Name );
number = 1041000;
}
if ( attrs.Count == 0 && Crafter == null && Name != null )
return;
EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );
from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
}
#region ICraftable Members
public int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
{
Quality = (ArmorQuality)quality;
if ( makersMark )
Crafter = from;
Type resourceType = typeRes;
if ( resourceType == null )
resourceType = craftItem.Ressources.GetAt( 0 ).ItemType;
Resource = CraftResources.GetFromType( resourceType );
PlayerConstructed = true;
CraftContext context = craftSystem.GetContext( from );
if ( context != null && context.DoNotColor )
Hue = 0;
if ( quality == 2 )
DistributeBonuses( (tool is BaseRunicTool ? 6 : Core.SE ? 15 : 14) ); // Not sure since when, but right now 15 points are added, not 14.
if ( Core.AOS && tool is BaseRunicTool )
((BaseRunicTool)tool).ApplyAttributesTo( this );
return quality;
}
#endregion
}
}